{"id":29960,"date":"2019-10-31T21:32:53","date_gmt":"2019-10-31T18:32:53","guid":{"rendered":"https:\/\/prohoster.info\/blog\/v-directx-12-dobavlena-podderzhka-variable-rate-shading\/"},"modified":"2019-10-31T21:32:53","modified_gmt":"2019-10-31T18:32:53","slug":"v-directx-12-dobavlena-podderzhka-variable-rate-shading","status":"publish","type":"post","link":"https:\/\/prohoster.info\/de\/blog\/v-directx-12-dobavlena-podderzhka-variable-rate-shading","title":{"rendered":"In DirectX 12 wurde die Unterst\u00fctzung f\u00fcr Variable Rate Shading hinzugef\u00fcgt","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Eine der Hauptaufgaben der Spieleentwicklung und des Programmierens im Allgemeinen ist die Optimierung, ohne dabei die Qualit\u00e4t wesentlich zu beeintr\u00e4chtigen. Deshalb wurden zu seiner Zeit viele Codecs f\u00fcr Audio und Video entwickelt, die eine Kompression erm\u00f6glichten, wobei akzeptable Werte beibehalten wurden. Jetzt hat Microsoft eine \u00e4hnliche L\u00f6sung f\u00fcr Spiele vorgestellt.<\/p>\n<p><img decoding=\"async\" alt=\"In DirectX 12 wurde die Unterst\u00fctzung f\u00fcr Variable Rate Shading hinzugef\u00fcgt\" src=\"\/wp-content\/uploads\/2019\/03\/918555a358f58256dd2c6c532bb33834.png\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>Auf der Game Developers Conference 2019 gab das Unternehmen aus Redmond die Implementierung der Technologie Variable Rate Shading bekannt, die Teil der API DirectX 12 ist. Diese Technologie ist funktional mit NVIDIA Adaptive Shading vergleichbar und zielt darauf ab, die Ressourcen der Grafikkarte zu sparen. Dadurch kann die Belastung bei der Berechnung von peripheren Objekten und Bereichen reduziert werden. Gleichzeitig erm\u00f6glicht die Technologie, die Detailgenauigkeit dort zu erh\u00f6hen, wo es erforderlich ist.<\/p>\n<p>Infolgedessen steigert diese Technologie die Leistung im Spiel, ohne dass eine merkliche Verschlechterung der Bildqualit\u00e4t auftritt. W\u00e4hrend der Pr\u00e4sentation zeigte das Unternehmen die Funktionsweise der Technologie im Spiel Civilization VI. Dabei stellte sich heraus, dass die Bildrate in der linken Bildh\u00e4lfte 14 % h\u00f6her war als in der rechten, bei gleicher Qualit\u00e4t.<\/p>\n<p>Eine Reihe von Unternehmen, darunter Turn 10 Studios, Ubisoft, Massive Entertainment, 343 Industries, Stardock, IO Interactive, Activision und Epic Games, haben bereits erkl\u00e4rt, dass sie Variable Rate Shading in ihre Projekte integrieren werden. Zudem fand das Unternehmen aus Redmond, dass die Technologie von NVIDIA-Karten auf der Turing-Architektur und der kommenden Intel Gen11-Familie unterst\u00fctzt wird. Es ist zudem nicht ausgeschlossen, dass auch zuk\u00fcnftige Diskretkarten von Intel VRS unterst\u00fctzen werden, obwohl dies bislang nicht klar kommuniziert wurde. Zuvor gab es Ger\u00fcchte \u00fcber die Unterst\u00fctzung dieser Technologie in GPUs der Navi-Generation und in den kommenden Next-Gen-Spielkonsolen.<\/p>\n<p><center><\/center><\/p>\n<p>Infolgedessen erm\u00f6glicht die Technologie die Erstellung von grafisch hochwertigeren Spielen mit vergleichsweise geringen Anforderungen an die Grafikkarte.<\/p>\n<p><center><\/p>\n<p><\/center><\/p>\n<p>\t\t\t\t<center><br \/>\n\t\t\t\t\t\t\t\t<\/center><br \/>\n<br \/>Quelle: <a content=\"nofollow\" rel=\"nofollow\" href=\"http:\/\/www.3dnews.ru\/984440\">3dnews.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041e\u0434\u043d\u043e\u0439 \u0438\u0437 \u0433\u043b\u0430\u0432\u043d\u044b\u0445 \u0437\u0430\u0434\u0430\u0447 \u0438\u0433\u0440\u043e\u0441\u0442\u0440\u043e\u044f \u0438 \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0432 \u0446\u0435\u043b\u043e\u043c \u044f\u0432\u043b\u044f\u0435\u0442\u0441\u044f \u043e\u043f\u0442\u0438\u043c\u0438\u0437\u0430\u0446\u0438\u044f \u0431\u0435\u0437 \u0441\u0443\u0449\u0435\u0441\u0442\u0432\u0435\u043d\u043d\u043e\u0439 \u043f\u043e\u0442\u0435\u0440\u0438 \u043a\u0430\u0447\u0435\u0441\u0442\u0432\u0430. \u041f\u043e\u0442\u043e\u043c\u0443 \u0432 \u0441\u0432\u043e\u0451 \u0432\u0440\u0435\u043c\u044f \u043f\u043e\u044f\u0432\u0438\u043b\u0430\u0441\u044c \u043a\u0443\u0447\u0430 \u043a\u043e\u0434\u0435\u043a\u043e\u0432 \u0434\u043b\u044f \u0430\u0443\u0434\u0438\u043e \u0438 \u0432\u0438\u0434\u0435\u043e, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043e\u0431\u0435\u0441\u043f\u0435\u0447\u0438\u0432\u0430\u043b\u0438 \u0441\u0436\u0430\u0442\u0438\u0435, \u0441\u043e\u0445\u0440\u0430\u043d\u044f\u044f \u043f\u0440\u0438\u0435\u043c\u043b\u0435\u043c\u044b\u0435 \u043f\u043e\u043a\u0430\u0437\u0430\u0442\u0435\u043b\u0438. \u0410 \u0442\u0435\u043f\u0435\u0440\u044c \u043a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Microsoft \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b\u0430 \u0441\u0432\u043e\u0451 \u0440\u0435\u0448\u0435\u043d\u0438\u0435 \u0430\u043d\u0430\u043b\u043e\u0433\u0438\u0447\u043d\u043e\u0433\u043e \u0445\u0430\u0440\u0430\u043a\u0442\u0435\u0440\u0430 \u0434\u043b\u044f \u0438\u0433\u0440. \u041d\u0430 \u043c\u0435\u0440\u043e\u043f\u0440\u0438\u044f\u0442\u0438\u0438 Game Developers Conference 2019 \u043a\u043e\u0440\u043f\u043e\u0440\u0430\u0446\u0438\u044f \u0438\u0437 \u0420\u0435\u0434\u043c\u043e\u043d\u0434\u0430 \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0430 \u043e \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0438 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-29960","post","type-post","status-publish","format-standard","hentry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041e\u0434\u043d\u043e\u0439 \u0438\u0437 \u0433\u043b\u0430\u0432\u043d\u044b\u0445 \u0437\u0430\u0434\u0430\u0447 \u0438\u0433\u0440\u043e\u0441\u0442\u0440\u043e\u044f \u0438 \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0432 \u0446\u0435\u043b\u043e\u043c \u044f\u0432\u043b\u044f\u0435\u0442\u0441\u044f \u043e\u043f\u0442\u0438\u043c\u0438\u0437\u0430\u0446\u0438\u044f \u0431\u0435\u0437 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